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Module 01

Physics of Sound

Before you can manipulate sound, you need to understand what it actually is. Waves, frequency, amplitude, phase, and harmonics — the physics that makes music possible.

Part A

Core Concepts

01

What Is Sound?

Sound = Compression & Rarefaction of AirRarefactionCompressionRarefactionCompressionRarefaction

When a speaker cone pushes forward, it compresses air molecules together. When it pulls back, molecules spread apart (rarefaction). This alternating compression creates waves that travel outward at ~343 m/s (speed of sound).

Key point

Sound needs a medium — it can't travel through vacuum (no molecules to compress)

Waveform = Pressure Over Time+−CompressionRarefactionTime →The waveform IS the sound — every edit changes the pressure pattern

A waveform is a graph of air pressure over time. The center line is normal air pressure. Above = compression (high pressure). Below = rarefaction (low pressure). This is what you see in your DAW.

Important

The waveform IS the sound — every edit you make changes the pressure pattern

Anatomy of One Wave CyclePeak(max compression)Trough(max rarefaction)1 complete cycleNumber of cycles per second = Frequency in Hertz (Hz)

One complete wave cycle: starts at zero, rises to peak (maximum compression), returns to zero, drops to trough (maximum rarefaction), returns to zero. The number of cycles per second = frequency in Hertz (Hz).

Example

440 Hz = 440 complete cycles per second

02

Frequency & Pitch

Frequency = Cycles Per Second (Hz)100 Hz (Low)440 Hz (A4)2000 Hz (High)More cycles in same time = higher frequency = higher perceived pitch

More cycles in the same time = higher frequency = higher perceived pitch. Bass sounds are slow waves (20-250 Hz), treble sounds are fast waves (4,000-20,000 Hz). Human hearing: roughly 20 Hz to 20,000 Hz.

Range

Below 20 Hz = infrasound (felt, not heard). Above 20 kHz = ultrasound.

Musical Notes as FrequenciesA0 (lowest piano)27.5 HzE2 (low E guitar)82.4 HzC4 (middle C)261.6 HzA4 (tuning standard)440 HzC8 (highest piano)4186 Hz

Western music is based on A4 = 440 Hz (concert pitch). Each octave doubles the frequency. A3 = 220 Hz, A5 = 880 Hz. This exponential relationship is why we perceive octaves as 'the same note, higher/lower.'

Rule

Octave = 2x frequency. A4 (440 Hz) A5 (880 Hz)

The Audible Frequency SpectrumSubBassLow-MidMidHi-MidHigh/Air20602505002k6k20k HzHuman hearing spans ~10 octaves (20 Hz to 20 kHz)

The audible spectrum spans roughly 10 octaves (20 Hz to 20 kHz). Different frequency ranges have different characteristics: sub-bass is felt, bass provides foundation, mids carry melody and vocals, highs add air and detail.

Fact

Most musical content lives between 100 Hz and 8 kHz

03

Amplitude & Loudness

Amplitude = Wave Height = LoudnessLow Amplitude (Quiet)Medium AmplitudeHigh Amplitude (Loud)Same frequency (pitch), different amplitude (loudness)

Greater amplitude = greater pressure variation = louder sound. Same frequency (pitch), different amplitude (loudness). Think of it as the 'energy' in the wave. Double the amplitude doesn't sound twice as loud (see dB scale).

Important

Amplitude doesn't change pitch — just loudness

The Decibel (dB) ScaleThreshold of hearing0 dB SPLWhisper30 dB SPLNormal conversation60 dB SPLMixing level (recommended)85 dB SPLRock concert / Pain threshold110-130 dB SPL+10 dB ≈ twice as loud (perceived) • +6 dB = double voltage

Decibels are a logarithmic scale because human hearing is logarithmic. +10 dB ≈ twice as loud (perceived). +6 dB = double the voltage/amplitude. This is why small dB changes matter so much.

Math

+3 dB = 2x power, +6 dB = 2x voltage, +10 dB ≈ 2x perceived loudness

dBFS: Digital HeadroomHealthy Level0 dBFS-6 dBFS-12 dBFS✓ Good headroomClipping (Bad!)CLIP!✗ Harsh distortion0 dBFS = digital ceiling. Above this = ugly clipping. Leave headroom!

dBFS (decibels Full Scale) is the digital meter. 0 dBFS is maximum — above this, digital clipping occurs (harsh distortion). Always leave headroom: aim for peaks around -6 dBFS to -12 dBFS.

Critical

0 dBFS = digital ceiling. Go above = ugly clipping. Leave headroom!

04

Phase

Phase = Position in the Cycle (0°-360°)0°Start90°Peak180°Zero crossing270°Trough360°=0°Cycle complete

Phase is measured in degrees (0-360) or radians. 0° = starting point, 90° = peak, 180° = opposite of start, 270° = trough, 360° = back to start. Two waves at different phases interact differently.

Definition

One complete cycle = 360 degrees of phase

Constructive Interference: In Phase = LouderWave A + Wave B (aligned) = Louder combined wave

When two waves are in phase (aligned), their peaks and troughs add together. The result is a louder combined wave. This is constructive interference — the waves reinforce each other.

Result

In phase = peaks align = louder

Destructive Interference: 180° Out = CancellationWave A + Wave B (inverted) = Silence!

When two waves are 180° out of phase (inverted), peaks meet troughs — they cancel each other out. Perfect cancellation results in silence. This is destructive interference — a major mixing concern.

Warning

180° out of phase = complete cancellation = silence

Partial Phase: Comb FilteringPartial phase offset = frequency-dependent cancellation (comb filtering)

Real-world phase issues are rarely perfect 180° cancellation. Small time delays cause partial phase issues that cancel some frequencies but not others — creating 'comb filtering' (hollow, phasey sound).

Symptom

Comb filtering sounds hollow, thin, or 'phasey'

05

Harmonics & Timbre

The Fundamental FrequencyFundamental = the note you perceive (e.g., A4 = 440 Hz)

The fundamental is the lowest frequency in a sound — it determines the perceived pitch. When you hear a guitar play A4, the fundamental is 440 Hz. But that's not the only frequency present.

Definition

Fundamental = the pitch you identify

The Harmonic Series1st (440 Hz) - Fundamental2nd (880 Hz) - Octave3rd (1320 Hz) - Fifth4th (1760 Hz) - Octave

Harmonics are integer multiples of the fundamental: 2x, 3x, 4x, etc. The 2nd harmonic (2x) is an octave above. The 3rd (3x) is a fifth + octave. These natural relationships form the basis of musical harmony.

Math

Harmonics = whole-number multiples of fundamental

Timbre: Why Instruments Sound DifferentFlute (few harmonics)Pure, clearViolin (many harmonics)Rich, bright

Timbre (tone color) is determined by which harmonics are present and how strong each one is. A flute has mostly fundamental (pure). A violin has rich harmonics (complex). Same note, different character.

Rule

More/stronger harmonics = brighter, richer sound

Even vs Odd HarmonicsEven (2nd, 4th, 6th...)Octaves • Musical, warmTube amps, tape saturation"Analog warmth"Odd (3rd, 5th, 7th...)Fifths • Edgier, aggressiveTransistors, hard clipping"Digital edge"

Even harmonics (2x, 4x, 6x) are octaves and generally sound musical and warm. Odd harmonics (3x, 5x, 7x) include fifths and can sound edgier. Tube gear adds mostly even harmonics — that's the 'warmth' people describe.

Character

Even = warm (tubes). Odd = edgy (transistors).

06

Basic Waveforms

Sine WaveHarmonics:Fundamental only

The sine wave is the 'purest' sound — only the fundamental frequency, no harmonics. Sounds smooth and flute-like. Sub-bass is often pure sine waves. Used as the building block for FM synthesis.

Character

Sine = fundamental only. Purest tone possible.

Square WaveOdd harmonics only:1, 3, 5, 7...

Square waves contain only odd harmonics (3rd, 5th, 7th...), each decreasing in amplitude. Sounds hollow, reedy, like a clarinet or 8-bit video games. Good for bass and lead sounds.

Character

Square = odd harmonics. Hollow, retro character.

Sawtooth WaveAll harmonics:1, 2, 3, 4, 5...

Sawtooth waves contain all harmonics — both odd and even. This makes them the richest, brightest waveform. Sounds buzzy, brassy. The most versatile synth waveform — great for pads, leads, basses.

Character

Saw = all harmonics. Rich, buzzy, versatile.

Triangle WaveWeak odd harmonics:1, 3, 5... (1/n²)

Triangle waves have odd harmonics like square waves, but they roll off much faster (1/n² vs 1/n). Sounds softer, warmer than square — between sine and square. Good for mellow pads and sub-bass.

Character

Triangle = soft odd harmonics. Mellow, between sine and square.

Deep Dive

The Science

SCI

The Science Behind It

Understanding the physics and psychoacoustics that make sound work the way it does.

Self-Check

Self-Assessment

Test your understanding of sound physics.

Q
Q1

What is frequency and how is it measured?

Show Answer

Frequency is the number of complete wave cycles per second, measured in Hertz (Hz). A 440 Hz sound completes 440 full compression-rarefaction cycles every second. Higher frequency = higher perceived pitch.

Q2

What happens when two identical waves are 180° out of phase?

Show Answer

They cancel each other out completely (destructive interference). Peaks meet troughs, resulting in silence. This is phase cancellation — a major concern when using multiple microphones on the same source.

Q3

Why does a violin sound different from a flute playing the same note?

Show Answer

Timbre — the mix of harmonics present in the sound. Both play the same fundamental frequency (pitch), but the violin has stronger and more numerous harmonics, giving it a richer, brighter character than the flute's purer tone.

Q4

What's the difference between amplitude and loudness?

Show Answer

Amplitude is the physical measurement of wave strength (pressure variation). Loudness is the subjective perception of that amplitude. They're related but not linear — doubling amplitude doesn't double perceived loudness (that requires ~10 dB increase).

Q5

Why are bass sounds harder to localize than treble sounds?

Show Answer

Bass frequencies have long wavelengths (3+ meters for sub-bass). These waves wrap around obstacles and diffract, making them omnidirectional. Treble has short wavelengths that travel in straighter lines, making direction easier to perceive.

Remember

Key Takeaways

KEY
Waves

Sound = Pressure Over Time

Frequency

Hz = Cycles Per Second

Phase

Alignment Matters

Harmonics

Timbre = Harmonic Recipe